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Unity3D Pinball Pre-Alpha Released


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#61 JohnIV

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Posted 27 December 2013 - 04:49 AM

Open the ESC options in-game / and crank the 'engine main volume' slider all the way to the right. Also make sure you're using the primary sound driver and that it hasn't shifted to your secondary or third option.

 

John IV

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Edited by JohnIV, 27 December 2013 - 10:22 PM.

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#62 superballs

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Posted 27 December 2013 - 05:21 AM

Well, unfortunately, I seem to peak at about 31 FPS at 640x480 with everything off.  Guess my laptop is just too old.

 

Officially a 512 HD2600PRo (ATI) is not sufficient to play this, and I'm sure my aging core2 duo 2ghz is not helping.

Sigh, i'm going to have to build a new machine now, I guess.

 

Anyway, it's gorgeous when i have it running, and I get to appreciate it in SloMo.



#63 BilboX

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Posted 27 December 2013 - 09:36 AM

Hi guys. I really want to thank you for you rkind words, this really helps keeping motivation :)
Also a big hug to every donators... I hope we will reach at least the second licence!

 

So whats the trick in getting this to work on a cab with 3 screen setup and Virtua Pin plunger?

For the multiscreen, use "FakeFullscreenAll" mode. VirtuaPin should work with the next release as I implemented a DirectInput plugin.

 

any way to get TAF to use the gold roms?

Yes. You can edit the "Script.cs" in the addams table directory. Change the line 333:

InitVPM("taf_l7",112); // Initialize VPM controller

Replace the "taf_l7" by your rom name. However, it is not guaranteed ;)...

 

Hi BilboX, this test has been done with The Addams Family Table, during gameplay. Nvidia 331.82 driver. My Specs are below.

Low
______________________________

Avg. 70-100 fps Physics: 1000.0Hz

MainLight Intensity-off
BackLit Playfield-off
Reflection- Playfield-off Front Glass-off Balls-off
Bloom Effect-off
Pixel Lights Count-off
Render Mode-Forward
Anti Aliasing-Disabled
V-Sync-off
Physics-Complex Flippers-off
Ball Trail effects-off

Medium
______________________________

Avg. 18-45 fps Physics: 800-1000.0Hz

MainLight Intensity-50%
BackLit Playfield-50%
Reflection- Playfield-50% V.Low Front Glass-50% V.Low Balls-50% V.Low
Bloom Effect-on 5% Intensity, 5% Threshold
Pixel Lights Count-50%
Render Mode-Forward
Anti Aliasing-4x MSampling
V-Sync-on
Physics-Complex Flippers-off
Ball Trail effects-off

High
______________________________

Avg. 16-40 fps Physics: 600-1000.0Hz

MainLight Intensity-75%
BackLit Playfield-100%
Reflection- Playfield-100% Med. Front Glass-100% Med. Balls-100% V.Low
Bloom Effect-on 5% Intensity, 5% Threshold
Pixel Lights Count-100%
Render Mode-Forward
Anti Aliasing-8x MSampling
V-Sync-on
Physics-Complex Flippers-on
Ball Trail effects-on 50% Intensity, 50% Length

______________________________

Thank you very much for this report. This is exactly what we need. Just you card and cpu specs missing...

 

Is the physic different between dr dude and taf ? On dr dude the ball rolls over the flipper and on taf its just sticking to it. Or is it just because of performance ?

Yes, there is some differences in the physics settings (friction/bounciness)... this needs tuning.

 

Works surprisingly well on my outdated system. Except for the audio levels. The game sounds are at a much lower volume than the table sound effects, like the flipper sounds. I don't see anything in vpinmame to raise the sound volume.  :unsure:

It is table related. In addams and most WPC, use "Alpha8" / "Alpha9" ti change the rom volume... But keep it under 25, or you'll get "cracks". Then use our slider ;).

 

Well, unfortunately, I seem to peak at about 31 FPS at 640x480 with everything off.  Guess my laptop is just too old.

 

Officially a 512 HD2600PRo (ATI) is not sufficient to play this, and I'm sure my aging core2 duo 2ghz is not helping.

Sigh, i'm going to have to build a new machine now, I guess.

 

Anyway, it's gorgeous when i have it running, and I get to appreciate it in SloMo.

Lol the slowmo :). Sorry for performances, but we can't optimize enough for "old" hardware... I will need a new laptop too for my cab ;).


UP2


#64 hotgraphics

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Posted 27 December 2013 - 11:43 AM


 

Hi BilboX, this test has been done with The Addams Family Table, during gameplay. Nvidia 331.82 driver. My Specs are below.

Low
______________________________

Avg. 70-100 fps Physics: 1000.0Hz

MainLight Intensity-off
BackLit Playfield-off
Reflection- Playfield-off Front Glass-off Balls-off
Bloom Effect-off
Pixel Lights Count-off
Render Mode-Forward
Anti Aliasing-Disabled
V-Sync-off
Physics-Complex Flippers-off
Ball Trail effects-off

Medium
______________________________

Avg. 18-45 fps Physics: 800-1000.0Hz

MainLight Intensity-50%
BackLit Playfield-50%
Reflection- Playfield-50% V.Low Front Glass-50% V.Low Balls-50% V.Low
Bloom Effect-on 5% Intensity, 5% Threshold
Pixel Lights Count-50%
Render Mode-Forward
Anti Aliasing-4x MSampling
V-Sync-on
Physics-Complex Flippers-off
Ball Trail effects-off

High
______________________________

Avg. 16-40 fps Physics: 600-1000.0Hz

MainLight Intensity-75%
BackLit Playfield-100%
Reflection- Playfield-100% Med. Front Glass-100% Med. Balls-100% V.Low
Bloom Effect-on 5% Intensity, 5% Threshold
Pixel Lights Count-100%
Render Mode-Forward
Anti Aliasing-8x MSampling
V-Sync-on
Physics-Complex Flippers-on
Ball Trail effects-on 50% Intensity, 50% Length

______________________________

Thank you very much for this report. This is exactly what we need. Just you card and cpu specs missing...

 

CPU: Intel Core i7 2670QM @ 2.20GHz (up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M


CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1


#65 superballs

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Posted 27 December 2013 - 03:52 PM

...

 

Well, unfortunately, I seem to peak at about 31 FPS at 640x480 with everything off.  Guess my laptop is just too old.

 

Officially a 512 HD2600PRo (ATI) is not sufficient to play this, and I'm sure my aging core2 duo 2ghz is not helping.

Sigh, i'm going to have to build a new machine now, I guess.

 

Anyway, it's gorgeous when i have it running, and I get to appreciate it in SloMo.

Lol the slowmo :). Sorry for performances, but we can't optimize enough for "old" hardware... I will need a new laptop too for my cab ;).

 

 

I would never dream of having it optimized for my 5 year old laptop, it's time for it to be replaced any time, and I need to build me a decent respectable desktop.

 

I was simply glad to be able to use it interactively, as I've been watching this from very near the start and the release is very exciting to me.

I'm hoping to see some rubber tuning to make the ball a bit more live, but overall the bumpers and the complex flipper behaviour are very impressive.

 

I have a new motorcycle to buy before I think of upgrading any machine, but that happens in May, then i can start spending my money elsewhere.



#66 Brice

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Posted 27 December 2013 - 07:15 PM

Hello Bilbox & Louizou

 

Je viens juste de tester les 3 tables sur mon PC de bureau.

Très impressionnant, vraiment beau.... très prometteur tout ça.

Par contre, il faut quand même une bonne machine.

J'ai hâte de voir la suite.

Encore bravo à tous les deux et grand merci pour ce travail. :otvclap:



#67 allshookup

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Posted 27 December 2013 - 08:41 PM

Open the ESC options in-game / and crank the 'engine main volume' slider all the way to the right. Also make sure you're using the primary sound driver and that it hasn't shifted to your secondary or third option.

 

That did the trick, thanks!   :Worship:



#68 superballs

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Posted 27 December 2013 - 10:41 PM

Louizou and Bilbox,

 

Just a little request, how about sending us Bad Cats?  I'm not really requesting this because I want to play it (mainly because I can't), but if you recall...the first video you posted was of Bad Cats, I just thought it would be cool to bring it full circle...maybe for the official beta?

 

I just thought it would be a neat idea



#69 hotdp

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Posted 28 December 2013 - 02:59 PM

Hi,

Is there any ETA on when the PinDMD source will be included in the dll? (I am waiting on testing it on my cap until the dmd is supported)



#70 arngrim

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Posted 28 December 2013 - 03:04 PM

Waiting the source code so i can compile vpinmame with unity and pindmd

#71 hotdp

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Posted 28 December 2013 - 03:08 PM

Waiting the source code so i can compile vpinmame with unity and pindmd

So you are waiting on unity or pindmd?



#72 arngrim

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Posted 28 December 2013 - 03:29 PM

unity



#73 47PinballD

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Posted 29 December 2013 - 12:54 AM

BilboX gameplay test feedback.

 

TAF - 10 - 50 fps

          500 - 1000 physics

 

BK2K - 35 - 62 fps

            800 - 1000 physics

 

Dr.D -  32 - 52 fps

           700 - 1000 physics

 

played on a desktop in windowed mode 1024 * 768

everything turned off / down - bloom, trail, pixels, vsync, anti A, reflection, ball trail

Core 2 @ 2.66, 2GB DDR, 512MB GeForce 8500 GT

 

shocked I got it to play as well as it did on this old machine. Looks great on a big screen!

         



#74 xio

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Posted 29 December 2013 - 06:16 PM

Looks like I'm the only one who cannot run this beauty :)

 

Tried it on my laptop (Asus N76VZ, win7x64), I got the screen config menu, then choose the table (tried the three), and each time when it's done loading the table (it's fullscreen, whereas windowed is checked), the program hangs on a "almost black screen".

Windows give me the error log below 

Description :
  Un problème a provoqué l’arrêt de l’interaction de ce programme avec Windows.

Signature du problème :
  Nom d’événement de problème:	AppHangB1
  Nom de l’application:	Unit3D Pinball.exe
  Version de l’application:	0.0.0.0
  Horodatage de l’application:	00000000
  Signature de blocage:	b9d3
  Type de blocage:	262144
  Version du système:	6.1.7601.2.1.0.768.3
  Identificateur de paramètres régionaux:	1036
  Signature de blocage supplém. 1:	b9d37f8a7852eb87ec2e15b93a69f0bf
  Signature de blocage supplém. 2:	bc44
  Signature de blocage supplém. 3:	bc441e086b36ec57c449e4d0a3e4a1e0
  Signature de blocage supplém. 4:	b9d3
  Signature de blocage supplém. 5:	b9d37f8a7852eb87ec2e15b93a69f0bf
  Signature de blocage supplém. 6:	bc44
  Signature de blocage supplém. 7:	bc441e086b36ec57c449e4d0a3e4a1e0


#75 hotgraphics

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Posted 29 December 2013 - 11:57 PM

 

Looks like I'm the only one who cannot run this beauty :)

 

Tried it on my laptop (Asus N76VZ, win7x64), I got the screen config menu, then choose the table (tried the three), and each time when it's done loading the table (it's fullscreen, whereas windowed is checked), the program hangs on a "almost black screen".

Windows give me the error log below 

Description :
  Un problème a provoqué l’arrêt de l’interaction de ce programme avec Windows.

Signature du problème :
  Nom d’événement de problème:	AppHangB1
  Nom de l’application:	Unit3D Pinball.exe
  Version de l’application:	0.0.0.0
  Horodatage de l’application:	00000000
  Signature de blocage:	b9d3
  Type de blocage:	262144
  Version du système:	6.1.7601.2.1.0.768.3
  Identificateur de paramètres régionaux:	1036
  Signature de blocage supplém. 1:	b9d37f8a7852eb87ec2e15b93a69f0bf
  Signature de blocage supplém. 2:	bc44
  Signature de blocage supplém. 3:	bc441e086b36ec57c449e4d0a3e4a1e0
  Signature de blocage supplém. 4:	b9d3
  Signature de blocage supplém. 5:	b9d37f8a7852eb87ec2e15b93a69f0bf
  Signature de blocage supplém. 6:	bc44
  Signature de blocage supplém. 7:	bc441e086b36ec57c449e4d0a3e4a1e0

 

xio, have you done this step?, "The first step is to replace your current vpinmame.dll with the one present at the folder root, then launch the Setup.exe of VPinMame and install it.". If you have, you might have to try pressing the windows key (to get out of Unit3D) and clicking yes & ok in PinMAME. Then it should be ok.


CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1


#76 hotgraphics

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Posted 30 December 2013 - 04:56 AM

I've got a bit of a problem with The Addams Family, now when a ball is supposed to be released to be shot by the plunger, there is no ball released. You see the flap open to release the ball, but the ball isn't there. It was working fine. I've tried re-extracting the table, but no difference. *Edit* A restart, seems to have fixed the problem.


Edited by hotgraphics, 30 December 2013 - 05:07 AM.

CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1


#77 xio

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Posted 30 December 2013 - 10:22 AM


xio, have you done this step?, "The first step is to replace your current vpinmame.dll with the one present at the folder root, then launch the Setup.exe of VPinMame and install it.". If you have, you might have to try pressing the windows key (to get out of Unit3D) and clicking yes & ok in PinMAME. Then it should be ok.

 

 

I did install the new vpinmame.dll. I tried to do as you said (windows key) but I don't see any pinmame window waiting for me to click OK



#78 louizou

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Posted 30 December 2013 - 10:48 AM

@xio: can you share your output_log.txt ?

          It's located in the "Unit3D Pinball_Data" folder


uplogomini.png

Continue helping us at [email protected]

 


#79 xio

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Posted 30 December 2013 - 12:06 PM

Initialize engine version: 4.2.0f4 (38efbd14869d)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvumdshim.dll 9.18.13.1421]
    Renderer: NVIDIA GeForce GT 650M  
    Vendor:   NVIDIA
    VRAM:     1994 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 DF24=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\VPinMameTypeLib.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\VPinMameTypeLib.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\TrackIRUnity.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\TrackIRUnity.dll into Unity Child Domain
- Completed reload, in  0.086 seconds
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
<RI> Initializing input.

<RI> Input initialized.

Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Boo.Lang.dll (this message is harmless)
No file specified , launching Extractor
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Player:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:95)
 
(Filename: G Line: 0)

SelectedFile:  D:\Jeux\Unit3D Pinball\TABLES\Dr Dude\Dr Dude.upt
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Player:LaunchExtractor(Boolean, Boolean, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:192)
Player:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:96)
 
(Filename: G Line: 0)

Early antiAliasing set to 8
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
ScreenManager:ReadSavedDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:162)
ScreenManager:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:54)
 
(Filename: G Line: 0)

Early V-Sync set to 1
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
ScreenManager:ReadSavedDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:106)
ScreenManager:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:54)
 
(Filename: G Line: 0)

Display mode: FakeFullScreenMono
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManager:ReadSavedDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:177)
ScreenManager:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:54)
 
(Filename: G Line: 0)

Shape Window
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:471)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Shape Window
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:471)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

NB displays:1
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:407)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Display 0
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:410)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

 width:1920 height:1080
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:411)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

 monitor:0,1920 0,1080
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:412)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

    work:0,1920 0,1040
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:413)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Enclosing Pos:0,0 Size:1920,1080
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:425)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Table loading finished.
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Globals:DefaultTableLoadedCB() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Globals\Globals.cs:44)
Globals:TableLoadingfinished() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Globals\Globals.cs:57)
<LoadLevel>c__Iterator3:MoveNext() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:137)
 
(Filename: G Line: 0)

Loading Completed
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>c__Iterator3:MoveNext() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:149)
 
(Filename: G Line: 0)

loading camera calibration from D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/../Config/CabCalibration.xml
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
CabCalib:Load() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:142)
CabCalib:Awake() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:27)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:22)
 
(Filename: G Line: 0)

Adding Virtual Window Mapping for Cabinet and camera=CameraCAB
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
CabCalib:AddNewMapping(GameObject, Camera, Vector2, Vector2, Vector2, StretchMode, Single, Single) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:102)
CabCalib:Load() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:152)
CabCalib:Awake() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:27)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:22)
 
(Filename: G Line: 0)

Adding Virtual Window Mapping for TRANSLITE and camera=CameraTRANS
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
CabCalib:AddNewMapping(GameObject, Camera, Vector2, Vector2, Vector2, StretchMode, Single, Single) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:102)
CabCalib:Load() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:223)
CabCalib:Awake() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:27)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:22)
 
(Filename: G Line: 0)

Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Mono.Security.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.Configuration.dll (this message is harmless)
D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data\..\Unit3D Pinball_Data\Managed\UnityEngine.dll was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:67)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data\..\Unit3D Pinball_Data\Managed\Assembly-CSharp-firstpass.dll was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:67)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data\..\Unit3D Pinball_Data\Managed\VPinMameTypeLib.dll was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:67)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

D:\Jeux\Unit3D Pinball\TABLES\Dr Dude\Script.cs was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:70)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

Fallback handler could not load library D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/Mono/libc
Fallback handler could not load library D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/Mono/.\libc
Fallback handler could not load library D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/Mono/libc



#80 louizou

louizou

    Enthusiast

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  • 265 posts

  • Flag: France

  • Favorite Pinball: BlackKnight2k T2 Twilight Zone

Posted 30 December 2013 - 05:23 PM

if you lauch vpinmame setup.exe and click on "test" button,can you start dd_l2 rom ?


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